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Hell On CD-ROM - Ocurrence 2
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Hell On CD-ROM - Ocurrence 2.iso
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wadfest
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wadfthr.txt
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1995-04-10
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271 lines
================================================================
Title : WadFather, Part 1
Filename : WADFTHR.WAD
Author : The Wadfather (a nickname my friends gave me)
Email Address : delaosa@accessone.com
Misc. Author Info : Looking forward to playing my registered
version of Heretic.
Description : Wadfthr.WAD is a collection of deathmatch
levels for Doom 2. It was optimized for
the alternate deathmatch rules. There are
no "network-play only" items, so what you
see is what you get.
Additional Credits to : ID Software
Matt Tagliaferri for DoomCAD
Colin Reed for BSP
WAD file authors
Greg Lewis (because Dehacked is so cool)
================================================================
* Play Information *
Game : DOOM II
Episode and Level # : Maps 1-30, 31 & 32
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes - monsters only
New Sounds : No
New Graphics : No
New Music : No
Demos Replaced : None
* Construction *
Base : Modified levels from DOOM, DOOM 2, and
the InterNet
Editor(s) used : DoomCAD 5.1, BSP 1.2
Known Bugs : None. Please send any bug reports to
my e-mail address above.
* Copyright / Permissions *
Authors MAY use this level as a base to build additional levels.
If you read the text files in AUTHOR.ZIP, you'll see that some of the
authors forbid modification of their levels. I received their permission
to modify their WAD files. I suggest that you do the same if you'd like
to modify the restricted levels contained in Wadfthr.WAD.
You MAY distribute this WAD, provided you include this file and the
original authors' text files, with no modifications. You may distribute
this file in any electronic format (BBS, Diskette, CD, etc) as long as
you include this file and the original authors' text files intact.
These restrictions do not intend to alter any rights held by ID Software,
Matt Tagliaferri, Colin Reed, or the WAD file authors.
* Where to get this WAD (Original Upload Site) *
FTP sites: ftp.cdrom.com
* Other *
Please send compliments/feedback to my E-mail address above. I'd like to
know if anybody uses this WAD for tournament play or BBS system usage.
I am working on a smaller sequel to this WAD file. Please feel free
to point me towards other neat Deathmatch WADs. Just tell me the
location to download the files from or post the WADs on ftp.cdrom.com.
I think this WAD would work really well with Heretic. Anybody interested
in converting it over?
================================================================
AUTHOR INFO
Unzip the file labeled AUTHOR.ZIP for more information about the levels
listed below. The information in the text files may differ from the actual
level because I've modified the WADs. My modifications consisted of texture
changes, texture alignment, bug fixes, weapon/goodie re-allocation, different
monsters, and the addition of exits and/or exit signs. Each level required
varying degrees of modification. You'll have to download each WAD in its
original format to view the extent of my changes. All of these levels can
be found at ftp.cdrom.com.
Send E-mail to the authors if you like their work.
Lvl # File name Author
1 TNCROSS2 Tom Neff / Valis
2 MAVERICK Tom Neff
3 GORE1 Torben Eilskov Leth & Steen Rosendal Steiniche
4 DOOM E2M1 ID Software (textures by Chris Hopkins)
5 COMBAT Karl R. Peters
6 IDMAP01 American McGee
7 DOOM E3M3 ID Software
8 FRAGME Alan J. Post
9 QUARY11 Dave Matteson
10 DANZIG11 B. Vannatta
11 LEDGES Mark K. Gresbach Jr.
12 FRGMEAGN Alan J. Post
13 DOOM II M1 ID Software
14 DOOM II M7 ID Software
15 DANZIG15 B. Vannatta
16 TNPLHOME Steven L. Bareman
17 DANZIG12 B. Vannatta
18 DANZIG13 Brandon Weldon
19 DOOM II M3 ID Software
20 FRGMEOMT Alan J. Post
21 SPUNK Richard Smol
22 HITMEINF iNFiLTRaTor
23 JHLDTH1 John H. Lawitzke
24 TNCROSS2 Tom Neff / Valis
25 LEDGES3 Mark K. Gresbach Jr.
26 AUGUST Neil R. Bonner
27 DIETDOOM Antti Kuosmanen
28 RABID Nick Foster
29 ZZONE Ari Koivisto
30 DOOM E1M1 ID Software (changes inspired by Tim_Jay WAD)
31 D9-2-2 Mal Blackwell
32 D9-2-2 Mal Blackwell
================================================================
LEVEL INFO
Type "IDBEHOLD A" in single player mode if you'd like to see all the secret
areas on a particular level. It will give you a complete automap of the
level. Level 12 has an exception to this rule.
Locked doors requiring keys (and the keys themselves) were removed from
all the levels except level 16. Deathmatchers automatically receive all
the keys, so it didn't make any sense to penalize single players who are
examining the WAD file. I kept the keys on level 16 because they add to
the charm of the level.
Level 2
This level has multiple areas. Each area features a different challenge.
The only weird feature is the maze. The red and blue lines indicate
invisible walls. You can shoot through blue walls. Red walls block
your fire.
Each teleporter in the "temple" is linked to the other pads and itself.
Where you end up depends on where you cross on a particular side (left,
right, middle, etc). I don't know the pattern; but who cares? It would
only spoil the surprise! :-)
Level 4
This level should look very familiar. The only major changes are
the option to jump out of the large window by the former blue skull key
and the ability to open the narrow "teleporter tube" more than once.
I love a good footrace! :-)
Level 5
To exit the arena, pull the levers behind the north and south doors.
This will reveal another set of levers in the eastern and western walls.
The levers in the eastern wall will raise a section of floor adjacent
to the arena's center column. The levers in the western wall will lower
the center column, revealing a plasma gun and a row of buttons on the
raised floor section. Push the buttons to end the level.
Level 7
This is E3M3 from original Doom. The secret area lift in the wooden
room can now be used multiple times.
Level 9
Jump into the quarry if you've got too many Revenant missles following
you. The missles will slam into the quarry walls when you run through
a narrow passageway.
Level 10
There is nothing wrong with the center lift on this level. The super
shotgun is supposed to be difficult to get.
Level 12
There's a concealed ambush point on the right side of the center 'O'
which doesn't show up on the automap. Aren't you glad you read this
file?
Level 15
There's a secret level exit to the right of the regular level exit.
Shoot the wall to open it up.
Level 16
This level was designed to look like a house. It has a few sneaky
secret areas. Check out the medicine cabinet in the bathroom or step
into the fireplace. Push against the refrigerator to "open" it - just
watch out for that hot stove!
The level has one teleporter. It's in the 2nd story room with the big
bay window. The teleporter is in the left hand corner of the window.
It's supposed to simulate jumping through the window.
Level 24
There are three secret areas on this level. Two on the eastern wall
and one on the western wall. The western wall is easy - just push
against the wall in the correct spot. The first door in the eastern
wall (the one closest to the 'TN') will also open if you push on it.
The second door requires you to push the wooden gargoyle head in the
center stockade. Once you press the button, you only have a few
seconds to get through the door before it closes.
Level 29
Two of the columns on this level can be dropped for 3 seconds. You
can only do this on ONE side of the columns.
The exit switch is in the Cacodemon house. There's a "backdoor" into
the house.
Level 30
I've eliminated all the nukage areas on E1M1. You can jump through
the windows to the outside area with the rocket launcher. I added
a teleporter in the exit room which transports you to the computer
center. The secret ledge overlooking the former zig-zag nukage room
can now be accessed from the secret room guarded by the imp. I
eliminated the trigger requiring players to cross a specific linedef
in order to lower the elevator which takes you to the secret ledge.
Level 31
There's a secret snipers nest behind each revenant platform which
can be reached from the top of the platform. Their relative positions
are 10 & 2 o'clock if you're standing in the center of the platform
facing the wall. Use the cheat code described above if you can't find
the secret areas. There's a secret teleporter in each snipers nest
which you'll have no difficulty finding once you get into the nest.
Level 32
The secret areas for this level are far too difficult to describe.
Use the cheat codes and experiment in single player mode. The brown
wall texture with a lamp and the metal wall texture with a voltage
symbol identify secret doors & triggers.
I hope you enjoy playing this WAD file as much as I've enjoyed making it.
================================================================